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1.12.2 Block displays correctly in Inventory, but have "Missing texture"( purple / black ) when placed in world


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Posted (edited)

Hello, I have spent last 5 hours of time trying to fix this, came across multiple threads with same, or similar problem but with no luck.

Problem:
    As title says the block is acessable via creative menu and it's texture looks fine in inventory / on ground, but as soon as I place it in world, it uses minecraft's "missing texture" texture
So far I have tried these things:

  • Check "blockstates/uranium_block.json"
  • Check "models/block/uranium_block.json"
  • Move "uranium_block.png" from "textures/blocks/uranium_block/" to "textures/blocks/" and updated "models/block/uranium_block.json" accordingly
  • Change "parent" key in "models/block/uranium_block.json" from "block/cube_bottom_top" to "block/cube_bottom_all" and updated "textures" object in same file accordingly - Changed only texture in inventory
  • Change "model" value in "blockstates/uranium_block.json" from "blueshades:uranium_block" to "blueshades:block/uranium_block" - Showed error in minecraft log, that file "blueshades:models/block/block/uranium_block.json" was not found, so I guess that my path is correct
  • Comment out "this.setLightLevel( 0.05f );" from "UraniumBlock.java", if that could cause problems - Nothing changed
  • Change "super( Material.ANVIL );" to "super( Material.IRON );" in "UraniumBlock.java" - Nothing changed
  • Change "inventory" in Registration.java/setCustomModelResourceLocation to "normal" - Nothing changed

Additional info:

 

I am new to modding using forge, but I have years of experience with Java, I also know valid format for JSON files.

I have also attached the minecraft log, even tough I have not found any suspicious messages there.

 

Hope that there isn't anything totally stupid that I forgot in my code ( Like assigning blockstate file to block as I haven't found how to do that so I guess forge takes care of that automatically )

I hope this will get resolved somehow, as it really makes me mad,  how simply it looks and how stupidly I fail. :)

EDIT: also included debug.log, Even tough I haven't found any suspicious messages there. ?

Edited by BlueSkyEngineer
Posted

Thread moved to Modder Support

  • Thanks 1

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

Posted

In your onModelRegistry you register block state as "inventory", in your uranium_block.json you check for block state "normal". I would change "inventory" in onModelRegistry to "normal", it should work fine then.

Posted
7 hours ago, Venrob said:

In your onModelRegistry you register block state as "inventory", in your uranium_block.json you check for block state "normal". I would change "inventory" in onModelRegistry to "normal", it should work fine then.

Welp,. that seem'd logical to me, but no, it didn't change anything ( didn't break item's texture nor fix block's ), but at least I found out that when I place that block with /setblock it works just fine, so the problem have to be somewhere in registration of ItemBlock / adding blockstates to given block.

Posted
6 hours ago, BlueSkyEngineer said:

Welp,. that seem'd logical to me, but no, it didn't change anything ( didn't break item's texture nor fix block's ), but at least I found out that when I place that block with /setblock it works just fine, so the problem have to be somewhere in registration of ItemBlock / adding blockstates to given block.

Maybe try changing the "normal" to "inventory".

Posted
2 minutes ago, WhiteRiceYT said:

Maybe try changing the "normal" to "inventory".

I have also tried that. ?
But if you have any basic code setup, and you could send it me ( for example in zip ), I could try at least modify it until I find out what is causing that.

Posted

You are getting your ItemBlock instance from a fresh instance of Block but you should be getting it from the actual block that is already registered. Your ItemBlock instance points to an unregistered instance of a Block. I do not know if this is a source of your problem but it is still a big issue.

 

To be clear

    public static final Block[] MOD_BLOCKS = new Block[] { new UraniumBlock() };
    public static final String MOD_ID = "blueshades";
    public static final Item[] MOD_ITEM_BLOCKS = new ItemBlock[] { new UraniumBlock().toItemBlock() };

You have 2 different instances of UraniumBlock here, only one of which gets registered and it's not the one your ItemBlock referres to.

Posted
6 hours ago, V0idWa1k3r said:

You are getting your ItemBlock instance from a fresh instance of Block but you should be getting it from the actual block that is already registered. Your ItemBlock instance points to an unregistered instance of a Block. I do not know if this is a source of your problem but it is still a big issue.

 

To be clear


    public static final Block[] MOD_BLOCKS = new Block[] { new UraniumBlock() };
    public static final String MOD_ID = "blueshades";
    public static final Item[] MOD_ITEM_BLOCKS = new ItemBlock[] { new UraniumBlock().toItemBlock() };

You have 2 different instances of UraniumBlock here, only one of which gets registered and it's not the one your ItemBlock referres to.

That seems it could cause serious issues, at least with memory, right now I am working on restructuring that mod a little bit, I'll check if it works as soon as I get that done. anyway, thank you for your time. ?

Posted

 

On 6/28/2018 at 2:54 PM, BlueSkyEngineer said:

That seems it could cause serious issues, at least with memory, right now I am working on restructuring that mod a little bit, I'll check if it works as soon as I get that done. anyway, thank you for your time. ?

Did you try putting the uranium ItemBlock in an array for items so it gets registered with the items? That's what I did and it works fine.

  • 2 weeks later...
Posted

Finally, I have working demo, however I can't tell where the problem happened, because during some refactoring I accidentally deleted the whole project including Gradle setup and wrapper itself, so I've got no clue what was causing the problem, but I'll do some experimenting and eventually update this thread if I'll find out what was causing it.
Again, thank you all for your help. ?

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